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The King of Fighters 2002/Chang Koehan: Difference between revisions
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Revision as of 15:27, 4 April 2020
Movelist
Throws
1. Hagan Geki - b/f+C
- Chang grabs the opponent and headbutts them across the screen
- can be recovery rolled, not possible to followup with any pressure unless in the corner
2. Kusari Jime - b/f+D
- Chang strangles the opponent with his chains
- this is a mashable grab - mashing buttons increases the number of hits and overall damage. Opponent can also mash buttons to reduce the damage
Command Normals
1. Hiki Nige - df+A
- Chang dives forward with his ball, sliding for about half a screen length
- hits low
- can be used to slide underneath air projectiles such as Athena's psychoball qcb+P
Special Moves
1. Tekkyuu Dai Kaiten - tap P rapidly, cancel ABCD
- Chang spins his iron ball around him, knocking back the opponent if they are hit
- using C will make him spin for a longer period of time than using A
- Chang can move forward and backward while spinning the ball, and cancel the ball spin with ABCD at any time
- this move has great priority and covers a large area around Chang, including behind him. It is pretty much impossible to jump at him when he is swinging since you are pretty much guaranteed to be hit
- this move can negate normal and DM projectiles. It is also invincible to many things including full screen supers like K9999's (b f)x4 HSDM. It is possible to use ball spin through those supers entirely and not get chipped. It does not stop Kula's Freeze Execution hcbx2+AC SDM though
- free cancellable into
2. Tekkyuu Funsai Geki - _b f+P
- Chang winds up his ball and does a far reaching attack with it, knocking the opponent down
- _b f+C goes further than _b f+A but takes much longer to execute
- Chang has autoguard while he is winding up, much more autoguard during the C version
- _b f+C is supercancellable
- free cancellable out of
3. Tekkyuu Taiko Uchi - hcf+K
- Chang stands and picks his nose, reversing air, high and mid attacks, as well as special moves and some DMs, doing mediocre damage. It cannot reverse most low attacks with the exception of ones that have a higher hitbox, such as Iori's crouch D
- free cancellable into
- free cancellable out of if it hits. The only move to cancel this into is the mash P attack which combos
4. Haki Kyaku - d d+K
- Chang stomps the ground, knocking over the opponent anywhere on screen as long as he is not crouching or in the air
- The move also has a hitbox - if the opponent is in range of the stomp itself, it do a hard knockdown
- there exists a bug that allows Chang to hit an opponent on the ground with this move. It can only be done after Chang free cancellables a move that knocks the opponent down, into another move, then does the d d+K stomp right after. For example, you can combo this move after landing a Hiki Nige df+A, free cancelling to his ball spin, then cancelling this with ABCD and doing the Haki Kyaku d d+K
- allows for some unblockable setups, as long as it hits on the first frame of the opponent getting up
- hits low
- supercancellable if the hitbox of the move connects (as opposed to the full screen effect)
5. Dai Hakai Nage - hcb f+P
- Chang grabs the opponent and smashes them eight times on the ground
- hard knockdown
- opponent's back is turned when they get up after this attack
DMs
1. Tekkyuu Dai Bousou - qcf hcb+P
- Chang runs forward. If he connects, he does a combo into a random finisher
- has a lot of startup invincibility and causes guardcrush on impact, making it risky for the opponent to punish on block. If he whiffs, he continues to run, then falls. Risky to do since players can roll behind him and combo with whatever they like
- this move has 5 different finishes. He can jump on you, causing a hard knockdown. He can do a rolling attack, a sliding attack or an attack with his belly, which do not have any special properties. He can finish with a kick, and recovers fast enough that you can followup with many things, including a qcfx2+A DM
2. Tekkyuu Dai Bokusatsu - qcfx2+K
- Chang bashes you with his ball a few times at close range
- has the ability to hit an opponent on the ground
- overhead on the first hit
- hard knockdown on the last hit
3. Tekkyuu Dai Assatsu - qcfx2+P
- if using qcfx2+A, Chang immediately jumps into the air, falling on top of the opponent. For qcfx2+C, Chang will run forward a slight bit before jumping
- Chang has autoguard while in the air. Anti-airing Chang while he's in the air is pointless. It is even possible to use this move to counter full screen hard to punish moves like Kula's Freeze Execution hcbx2+AC SDM, since all hits will be autoguarded while Chang is in the air
- this is a great anti-air but opponent can recovery roll if anti-aired, and combo Chang before he recovers
- overhead on the first hit of Chang landing
- this move has the ability to hit an opponent on the ground
SDMs
1. Tekkyuu Dai Assatsu - qcfx2+AC
- Chang immediately jumps into the air, higher than his qcfx2+P does
- when Chang lands, the shock will hit the opponent anywhere on the screen if the opponent is not in the air or crouching. It is not an overhead as it comes down
- Chang has autoguard while in the air, just like his qcfx2+P DM version
HSDMs
1. Tekkyuu Dai Sekai - B A df C A
- Chang dances for about 5 seconds, then freezes the opponent anywhere on the screen, jumps up and splashes them
- he is invincible while dancing, but can be thrown. There is more than enough time for the opponent to throw Chang
Notes
- cancellable normals are close A, crouch A, close B, far B, crouch B, crouch C, close D, crouch D
- CD is cancellable into specials and DMs
- Close A and Close D whiffs against crouching opponents